I figure this might help centralize the code that keeps getting repeated across multiple mods. I don't have anything to release at this moment, but it's in the pipeline. Additionally, I wanted to mimic the lookahead functionality that Catus has, in hope that allows for smarter DoT clipping.

Currently, LibCatus consists of a few global functions. The biggest problem I've been having is getting "the base stats" to compute the "1.0x" equivalent Rip/Rake/Thrash. Right now, you need to execute a slash command to sample your buffed (but proc-less) stats (once) prior to combat.

I believe Absolute DoT strength is much more important than Relative DoT strength. Especially, if you knew the expected distribution of "how many 2x, 3x, 4x, 5x, 6x, etc..." Rip ticks should you should have over a given fight.

raffy wrote:The biggest problem I've been having is getting "the base stats" to compute the "1.0x" equivalent Rip/Rake/Thrash. Right now, you need to execute a slash command to sample your buffed (but proc-less) stats (once) prior to combat.

That's also a problem I've thought about and I think the only reliable ways to implement a more automated solution would be to either subtract off every short-term buff or to sum up stats from gear and a list of allowed buffs -- both of which could end up frighteningly complicated (and the former would require maintenance each time a new proc is added; the latter is better in that respect).

On the plus side, the "press a key to reset base stats" method is pretty intuitive. While standing around prior to the pull you might notice a display other than "1" on your spells, so you hit that key and all the displays reset to "1". There is versatility in this method too, for one can think of situations where you might want to reset base stats in combat to factor out a long-term effect, like Titan Gas or the Primordius buffs.

I actually started writing the framework to implement an absolute DoT strength display in Weakauras (using the above method) at some point, but never got around to finishing it as I decided the relative strength displays were sufficient. It's interesting to note, however, that the usefulness of an absolute strength display is not limited to DoTs -- you could use it even on direct-damage spells, so for example, it could tell you how much more damage your ferocious bite will do if you cast it before some proc expires.

Here is my new version. It should handle the new set bonus properly. I actually wrote it months ago, but didn't publish it because it wasn't clear to me that it was an end-user improvement at the time (it mainly made the code nicer).

For Rip, Rake, and Thrash, this tracks the strength of any bleed you apply, taking into account attack power, crit chance, mastery, and other multipliers. It then displays the ratio between the strength of the bleed you could cast (based on your current stats) and that of the bleed that is already on your current target. So for example, if it displays "100", then the bleed you could cast is just as strong as the one that's already up. If it displays "130", then you could apply a 30% stronger bleed. If it displays "80", then the new bleed would be 20% weaker. Other notes:

It will remember bleed strength on multiple targets.

It remembers how many combo points you cast Rip at, but assumes you will cast it at 5 combo points. (This felt like the most useful way to deal with combo points.)

It is a script for WeakAuras (or WeakAuras 2). After you import, it will show up as three small numbers in the middle of the screen that are only visible when you have the appropriate bleed active. You can move them around and resize them by selecting them in the WeakAuras options and using the settings in the Display tab (or dragging them).

It does not include any icons or timers for the respective bleeds. If you need those, you can make separate WeakAuras displays for them. The way I use this script is that I simply display the ratio number on top of my usual bleed icon display.

The main change is the timing. I was previously snapshotting on aura application, and this led to timing issues for which I had to write special case code. For example, by the time the snapshot was recorded, DoC would have been consumed, and combo points would have been depleted (this is what was causing the problem with 4P T16).

I now snapshot on spellcast, but only record the snapshot on the subsequent aura application. This makes the timing work out more nicely, so it should no longer fail (or require special case code) in situations where the spellcast triggers a stat change.

Oh and Blizzard changed the DoC spellid from 108381 to 145152 in 5.4, so I updated the weakaura to account for that (but it still checks for the old spellid as well, so it'll continue to work in 5.3).

Even after changing the spell id there is a problem with 4T16, as you described (showing always bigger ratio for Rip after set effect occurred). The new version works perfectly on both versions of the game. GreatTHANKS Stenhaldi!

I would to thank you for an amazing auras and apologize in advance for a silly question, as I am only starting my cat.

If I understand correctly my actions according to the auras: if I see it anything but grey I should take an action on replying and if it is grey I would do nothing until I see them turning green/red/orange and then go with highest?

The number says how strong NEW Rip/Rake/Thrash would be comparing to the current one on the target. So the NEW bleed is just weaker(<100%), same or stronger (>100%).So in principle: when it's green, you can reapply, when it's any other color then you normally don't, and especially when it's red

Ekthelion wrote:The number says how strong NEW Rip/Rake/Thrash would be comparing to the current one on the target. So the NEW bleed is just weaker(<100%), same or stronger (>100%).So in principle: when it's green, you can reapply, when it's any other color then you normally don't, and especially when it's red

Thanks for all of your improvements and efforts, Stenhaldi. I recently came back to WoW and found your revision very useful - so much so that I'll be linking to yours instead in the original post. No sense in keeping the obsolete version on the front page.

Speaking of antiquated things, I did notice that there's a vestigial variable hanging around from my original version. See screenshot here. It's in the three Ratio displays. Shouldn't do anything except consume a few extra bytes of memory as it is.

I have never used weakauras before and im trying to figure out how to show my bleed strengths. So i tried making a aura for rip and rake but i can't get it to work, just shows the icon of rip/rake and the number but not the bleed strength i know im doing something wrong but i don't know what.

Would like the have the multiplier displayed like Fragnance from Method or close to that, please help im a noob on this weakauras

Simbba wrote:I have never used weakauras before and im trying to figure out how to show my bleed strengths. So i tried making a aura for rip and rake but i can't get it to work, just shows the icon of rip/rake and the number but not the bleed strength i know im doing something wrong but i don't know what.

Would like the have the multiplier displayed like Fragnance from Method or close to that, please help im a noob on this weakauras

After you make the aura for Rip/Rake/Thrash in weakaura, you can simply use the import function in game and copy/paste the string that is provided in this thread. Once that string is uploaded you should be able to alter the size/position/coloring no problem.

to the Feral Stat Logic aura, and then I made a new weakaura to snapshot this to another variable at a button press (I chose Aquatic Form since I figure I would never accidentally use that in a raid).

I then make a new aura to return the ratio between these two variables. As of right now you need to have a target with the correct level you want to snapshot against since your code uses that to calculate the CrittEffMult. Very basic but it works pretty well for me.